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Bug in DarkRadiant (0.9.5)


AluminumHaste

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EDIT: Okay it's not working at all in the map now. Can't cap hardly any patches. Please help.

 

I found a pretty annoying bug in darkradiant. I only tested this using the Split layout.

 

So this is the problem, if create a patch in the bottom left window (X - front view I think) and then manipulate it into a 90 degree curve (using any view) like in the picture. I then want to cap the selection using Inverted Bevel cap selection, so I hit Shift-C and the cap selection window pops up. I select Inverted Bevel and click OK. Now in the console a new entry pops up saying: patchCreateCaps.

 

But nothing happens, the caps aren't created and no error is thrown.

Here is what I'm working on:

 

darkradiantty7.gif

 

As you can see, it is a simple patch bend that I'm trying to cap for the cathedral entrance but nothing happens. Also on another note, is there a way to time stamp console entries?

Edited by AluminumHaste

I always assumed I'd taste like boot leather.

 

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That's not a bug, the "Cap Selection" feature just doesn't work with all patches.

 

At any rate, you don't need to manipulate the patch manually so that it fits a 90° curve.

 

Proceed like this:

- Menu Patch > Bevel (this gives you the 90° patch)

- Rotate, move, resize your bevel

- Then hit Patch > Cap Selection (or Shift-C if I recall correctly)

- Choose "Inverted Bevel" (this will create 2 patches complementing the curve)

 

Time stamping of console entries is not implemented at this time.

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That's not a bug, the "Cap Selection" feature just doesn't work with all patches.

 

At any rate, you don't need to manipulate the patch manually so that it fits a 90° curve.

 

Proceed like this:

- Menu Patch > Bevel (this gives you the 90° patch)

- Rotate, move, resize your bevel

- Then hit Patch > Cap Selection (or Shift-C if I recall correctly)

- Choose "Inverted Bevel" (this will create 2 patches complementing the curve)

 

Time stamping of console entries is not implemented at this time.

 

Well you see, it's not like I'm asking it to cap a complicated patch, it's just a 90 degree curve. If it can't even do that then something is wrong. Saying that it just "doesn't work" means that it's a bug. The feature is there to perform a certain task, and it's not doing what it's supposed to be doing, that's a bug.

 

And whether I create a patch manually to be 90 degrees, or create one using the menu, they are both 90 degree bent patches, they are the exact same thing. they both follow the grid points as I always have grid snap on. So if the program is able to cap the menu made patch, it should be able to also cap the manually made one end of story. It's a bug.

I always assumed I'd taste like boot leather.

 

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I'm not going to argue with you about whether this is a bug or not, so save your breath. Fact is, the cap selection algorithm doesn't work with every patch, it depends on the patch dimensions.

 

On topic: I just tried capping two patches. I created the first using the Bevel command, and the second with "Simple Patch Mesh" (3x3), transformed to a bevel shape. Both worked.

 

How is your patch vertex setup?

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I'm not going to argue with you about whether this is a bug or not, so save your breath. Fact is, the cap selection algorithm doesn't work with every patch, it depends on the patch dimensions.

 

On topic: I just tried capping two patches. I created the first using the Bevel command, and the second with "Simple Patch Mesh" (3x3), transformed to a bevel shape. Both worked.

 

How is your patch vertex setup?

 

I first create a simple rectangular brush, usually 192*32 units, then hit Shift-P to make "Simple Patch Mesh" (3x3). I then use the various views (X,Y,Z) to bend it to the shape I want, then when I have the right angle I hit Shift-C and select Inverted Bevel. That's when nothing happens. And it's weird because sometimes it works and sometimes it doesn't. Maybe my map file is corrupted or something. Sorry for bugging you. ;)

 

Okay just tried it and this shows up in the console

 

patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patch has invalid control points
patchCreateCaps

Edited by AluminumHaste

I always assumed I'd taste like boot leather.

 

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Okay I just made a blank map and did a simple patch bend to 90 degrees and tried to cap it. I didn't get any errors this time but for some reason nothing happened and I get these:

 

darkradiantpo0.th.gif

 

And this is is what's in the .map file:

 

Version 2
// entity 0
{
"classname" "worldspawn"
// primitive 0
{
patchDef2
{
"_default"
( 3 3 0 0 0 )
(
( ( 64 64 128 0 0 ) ( 80 64 128 0 0 ) ( 96 64 128 0 0 ) )
( ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) )
( ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) ( 80 64 128 0.5 0 ) )
)
}
}
// primitive 1
{
patchDef2
{
"_default"
( 3 3 0 0 0 )
(
( ( 96 -128 -64 0 0 ) ( 80 -128 -64 0 0 ) ( 64 -128 -64 0 0 ) )
( ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) )
( ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) ( 80 -128 -64 0.5 0 ) )
)
}
}
}

Edited by AluminumHaste

I always assumed I'd taste like boot leather.

 

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Weird. Show me the source patch you tried to cap please.

 

Sure, open a text file and paste this in it:

 

Version 2
// entity 0
{
"classname" "worldspawn"
// primitive 0
{
patchDef2
{
"_default"
( 3 3 0 0 0 )
(
( ( 0 0 -64 0 0 ) ( 0 0 128 0 -3 ) ( 0 -192 128 0 -6 ) )
( ( 32 0 -64 1 0 ) ( 32 0 128 1 -3 ) ( 32 -192 128 1 -6 ) )
( ( 64 0 -64 2 0 ) ( 64 0 128 2 -3 ) ( 64 -192 128 2 -6 ) )
)
}
}
// primitive 1
{
patchDef2
{
"_default"
( 3 3 0 0 0 )
(
( ( 0 0 -64 0 0 ) ( 32 0 -64 0 0 ) ( 64 0 -64 0 0 ) )
( ( 32 0 -64 1 0 ) ( 32 0 -64 1 0 ) ( 32 0 -64 1 0 ) )
( ( 32 0 -64 1 0 ) ( 32 0 -64 1 0 ) ( 32 0 -64 1 0 ) )
)
}
}
// primitive 2
{
patchDef2
{
"_default"
( 3 3 0 0 0 )
(
( ( 64 -192 128 0 0 ) ( 32 -192 128 0 0 ) ( 0 -192 128 0 0 ) )
( ( 32 -192 128 1 0 ) ( 32 -192 128 1 0 ) ( 32 -192 128 1 0 ) )
( ( 32 -192 128 1 0 ) ( 32 -192 128 1 0 ) ( 32 -192 128 1 0 ) )
)
}
}
}

 

Then save it with .map extension instead of .txt then just open it with DarkRadiant. See if you can cap the patch.

I always assumed I'd taste like boot leather.

 

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Ah, yes I see the problem. The algorithm tried to cap the patch along the wrong edge (the one that was not bent, hence the resulting thin patch "lines").

 

When you bend the patch along the "columns" of the patch, it works. That's why it's recommended to use the "Bevel" command to create such a source patch, so that it is bent in the "right" way from the start.

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Ah, yes I see the problem. The algorithm tried to cap the patch along the wrong edge (the one that was not bent, hence the resulting thin patch "lines").

 

When you bend the patch along the "columns" of the patch, it works. That's why it's recommended to use the "Bevel" command to create such a source patch, so that it is bent in the "right" way from the start.

 

That makes sense but is also the most ridiculous thing ever. *sigh*

So this isn't going to be fixed then, just use the menu? Would it be possible to assign a shortcut key to Patch->Bevel?

 

Hey I just added this: <shortcut command="PatchBevel" key="B" modifiers="" /> to the shortcut list in input.xml. It doesn't work in the editor though. am i missing something?

I always assumed I'd taste like boot leather.

 

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So this isn't going to be fixed then, just use the menu? Would it be possible to assign a shortcut key to Patch->Bevel?

No problem, go to Help > Shortcuts and assign the hotkey. No need to mess with the input.xml file.

 

I figured this is a somewhat unideal menu position for this command. I've moved it to Edit > Keyboard Shortcuts in SVN now (i.e. it will be there in the next release).

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No problem, go to Help > Shortcuts and assign the hotkey. No need to mess with the input.xml file.

 

I figured this is a somewhat unideal menu position for this command. I've moved it to Edit > Keyboard Shortcuts in SVN now (i.e. it will be there in the next release).

 

 

Thanks for the help Greebo. Just a quick question; What would make my map take 339 seconds to compile?

 

These are the map specs according to darkRadiant:

Brushes: 320

Patches: 430

Entities: 27

 

I mean it doesn't look that complicated patch wise. But for some reason it also crashes Doom3 when I try and run it. :(

Here is a pic of the project so far. Been working on it for a few days now.

darkradiantav5.th.gif

I always assumed I'd taste like boot leather.

 

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Thanks for the help Greebo. Just a quick question; What would make my map take 339 seconds to compile?

 

These are the map specs according to darkRadiant:

Brushes: 320

Patches: 430

Entities: 27

This should compile in a few seconds, looking at these specs. How do you compile it? Right after starting Doom3 to the console or do you compile while the map is running (in-game)? Is DarkRadiant running during compilation? Is the screen drawing exceptionally slow?

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This should compile in a few seconds, looking at these specs. How do you compile it? Right after starting Doom3 to the console or do you compile while the map is running (in-game)? Is DarkRadiant running during compilation? Is the screen drawing exceptionally slow?

 

Okay I think it was those tiny patches that were hard to see, because it took a long time during the "Fix t junctions" part of the compilation process. I found as many of them as I could and now it complies fast again. :)

 

Okay back to work.

I always assumed I'd taste like boot leather.

 

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